Minotaur of Krynn
D&D 3e (3.0/3.5) Rules
Large Giant (Ogre)
* Most minotaurs encountered outside of their homeland are warriors; the above statistics reflect a 1st-level minotaur warrior.
Minotaurs are a powerful race of sailors, pirates and gladiators that live in the Blood Sea isles. Minotaurs are a physical people, less interested in the cultural pursuits than military or naval ones. However, many other races foolishly underestimate the intelligence, honour, and savagery of the minotaur race.
The physical presence of a minotaur is awe-inspiring. Powerful, humanoids ranging from seven to eight feet in height, minotaurs have the horned head of a bull and light fur all over their bodies, ranging in colour from red to brown and even black. Their ivory-coloured horns reach up to two feet in length (slightly less for females). Minotaurs rigorously wax and polish their horns, and criminals are punished and forever exiled from minotaur society by having their horns sawed off.
Minotaurs speak Kothian and Common. Many minotaurs also learn the languages of other races in the Blood Sea Isles region, including Draconian, Kyrie, Kalinese, Nordmaarian, Ogre, and Saifhum.
Minotaurs can make powerful attacks with their horns or even their fanged bite, but rarely choose to do so. Considering such attacks to be beneath their dignity, few minotaurs gore opponents unless disarmed or enraged. Minotaurs place great value upon combat in the arena, and so all minotaurs are familiar with at least one of their traditional gladiatorial weapons. These weapons are exotic by human standards, and large enough to put even a minotaur's horns to shame. Some minotaurs take advantage of their superior strength and physical mass to wield a greatsword in each hand.
An example of minotaur weaponry is the clabbard. This broad, six-foot-long sword is sized for minotaur warriors. Its cutting edge is backed by a serrated saw edge. A blood channel runs the length of the blade, making it easier to withdraw from an impaled foe. The saw edge can cut through leather and hide armours with ease and, in the hands of a master, can catch and break a foe's weapon (+1 enhancement bonus to attack a weapon). It is too large to wield without special training, even with two hands; thus, it is an exotic weapon. A minotaur may use a clabbard two—handed as a martial weapon.
Natural Attacks (Ex): The sharp fangs and long horns that all minotaurs possess ensure that they are never considered unarmed; thus, minotaurs who make unarmed strikes do not provoke an attack of opportunity. Furthermore, minotaurs can choose to deal subdual or lethal damage with unarmed attacks, without the usual penalty to the attack roll.
Minotaur Qualities (Ex): Minotaurs receive a +2 racial bonus to Intimidate, Intuit Direction, Listen, Profession (Sailor), and Spot checks.
Minotaurs live in a sea-based culture on the two islands of Mithas and Kothas, in the Blood Sea. Because Ansalonian minotaurs care little about architecture and aesthetics, their cities and towns are squalid; most buildings are made of mud and rough planking. The streets between the buildings are dirt or gravel. Built on the rule of might, these lands are led by an emperor in Nethosak, capital of Mithas. Minotaurs intend for their race to rule, and they will go to any lengths to ensure that it does. One might infer that the minotaurs feel that other races exist only to serve the minotaurs or to be used and discarded; this is in fact a correct assumption.
Worship is a matter of personal belief or rather, loyalty to a cult that promises power and success. The chief minotaur god is Sargas (Sargonnas), a deity cloaked in mystery. His clerics involve themselves in political intrigues and influence important nobles, all while maintaiing their own secrecy. Some minotaurs, particularly those who make their living from the Blood Sea, venerate and appease Zeboim, Queen of the Sea.
Thoradorian minotaurs live in isolated villages on the southwestern coasts of Mithas. They are considered to be lazier, clumsier, less intelligent, and an inferior class of minotaur by their cousins, and have been left to their own devices. They have little of worth to trade and are rarely visited by traders except for their shipbuilding. Thoradorian ships are unusually large and seaworthy, but the Thoradorians demand much higher prices than other minotaur shipwrights in kothas and Mithas.
Thoradorian minotaurs dwell in mountain excavations and caves or crude stone buildings. Thoradorians love labyrinths and their structures often contain winding passages between chambers. Natural cavern labyrinths beneath the mountains house the Thoradorian Circus.
Thoradorian minotaurs share the abilities of their more cunning cousins, but suffer an additional -2 penalty to Intelligence.
These minotaurs control a large part of Southern Hosk in Taladas, with the Imperial League of Minotaur Cities, Legions of Eragas, and Merchant League. Taladan minotaurs are less brutish than the Ansalonian cousins, and possess labyrinthine minds well-suited to intrigue and manipulation; however, they favour physical and political pursuits over study and mental discipline. Taladan minotaurs receive a +2 bonus to Strength and Charisma, but a -2 penalty to Intelligence and Wisdom.
The favoured class of minotaurs is fighter; a multiclass minotaur's fighter class does not count when determining whether he suffers an XP penalty for multiclassing. Most minotaurs encountered outside of their kingdoms will be warriors or experts (with maritime skills and expertise); they are almost always lead by fighters. Minotaur adventurers are driven by the motivations of ambition, pride, and glory.
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